My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Mediocre

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Wizard Bowler P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Battle Ram

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Battle Ram P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Goblin Gang Battle Ram
Giant Snowball
Goblin Gang Battle Ram
Zap
Goblin Gang Battle Ram
Barbarian Barrel
Goblin Gang Battle Ram Wizard Electro Wizard
The Log
Goblin Gang Battle Ram
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Battle Ram Wizard Bowler P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Battle Ram Wizard Bowler Electro Wizard
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Battle Ram Wizard Bowler Electro Wizard
Rocket
Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Bowler

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Battle Ram Bowler P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Gang Fireball Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Goblin Gang Fireball Battle Ram Electro Wizard Wizard Bowler P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Zap Goblin Gang Fireball Battle Ram

Attack Synergies 5 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Fireball Battle Ram P.E.K.K.A Electro Wizard Bowler
Goblin Gang
Battle Ram Bowler P.E.K.K.A
Fireball
Zap Battle Ram Electro Wizard
Battle Ram
Zap Goblin Gang Fireball P.E.K.K.A Electro Wizard
Wizard
P.E.K.K.A
Bowler
Zap Goblin Gang Electro Wizard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Battle Ram Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Bowler

Defense Synergies 2 10

Zap
Fireball Electro Wizard Goblin Gang Bowler P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A Electro Wizard
Fireball
Zap Electro Wizard
Battle Ram
Wizard
P.E.K.K.A Electro Wizard
Bowler
Zap Electro Wizard
P.E.K.K.A
Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Goblin Gang Fireball Wizard Bowler P.E.K.K.A

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Bowler Zap Fireball Wizard Electro Wizard
P.E.K.K.A Zap Goblin Gang Electro Wizard
Goblin Gang Bowler P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Bowler Electro Wizard
Fireball Bowler P.E.K.K.A
Goblin Gang Fireball Bowler Zap Electro Wizard
Electro Wizard Zap Goblin Gang Fireball Wizard
Bowler Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Bowler Electro Wizard
Goblin Gang Electro Wizard Zap Fireball Wizard Bowler
Zap Goblin Gang Fireball Wizard Electro Wizard
Bowler P.E.K.K.A Zap Goblin Gang Fireball Wizard Electro Wizard
Fireball Wizard Bowler Zap Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang Fireball Bowler P.E.K.K.A Electro Wizard
Wizard Goblin Gang Fireball Bowler P.E.K.K.A Electro Wizard
Fireball Zap Goblin Gang Wizard Bowler Electro Wizard
Zap Wizard Fireball Bowler Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Bowler Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Zap Fireball Bowler P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Goblin Gang Wizard Bowler
Goblin Gang P.E.K.K.A Zap Bowler Electro Wizard
Goblin Gang Bowler P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Goblin Gang Bowler
Fireball Wizard Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Fireball Bowler Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball
P.E.K.K.A Goblin Gang
P.E.K.K.A Bowler
P.E.K.K.A Zap Fireball Bowler Electro Wizard
Bowler P.E.K.K.A Goblin Gang Fireball Wizard
Wizard Fireball Bowler
Goblin Gang Electro Wizard Zap Fireball Bowler P.E.K.K.A
Bowler Zap Fireball Wizard P.E.K.K.A Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Fireball
Fireball Zap Bowler Electro Wizard
Fireball
Fireball
Fireball Wizard Zap Bowler
Fireball Wizard Zap
Wizard Bowler
Fireball Zap Wizard Bowler
Fireball Zap Wizard
Goblin Gang Fireball Bowler Electro Wizard
Zap Fireball Wizard Bowler Electro Wizard
Fireball Zap Wizard
Fireball Bowler
Fireball
Zap Fireball
Zap Fireball Wizard Bowler
Fireball Wizard Bowler
Fireball
Zap Fireball Wizard Bowler Electro Wizard
Zap Fireball Wizard Bowler
Fireball Bowler
Fireball Wizard
Bowler
Zap Fireball
Zap Fireball Wizard Bowler
Fireball Zap Wizard Bowler Electro Wizard
Fireball Zap Wizard Bowler
Fireball Zap
Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball Bowler
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard Bowler
Zap Electro Wizard Goblin Gang Fireball
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Goblin Gang Wizard Bowler Electro Wizard
Zap Fireball Wizard Bowler
Zap Fireball
P.E.K.K.A
Zap Goblin Gang Fireball Bowler Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Bowler Electro Wizard

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